Major Update 0.04.00

DuckLaserDuck

The juiciest roguelike, bursting with bright colors, massive explosions, and flashy VFX. Unlike other games that limit your synergies, DuckLaserDuck throws the doors wide open. With a vast arsenal of upgrades at your disposal, you can craft wild, overpowered combos without restraint.

[h1]Major Update 0.04.00[/h1] [h3]Jan 5, 2025[/h3] [h2]Damage Numbers[/h2] Added damage numbers that pop up in different sizes and colors. [img]https://i.imgur.com/pn4opxf.gifGIF HERE[/img] Damage now "jiggles" a little bit, just to make the numbers more interesting. On average the damage is the same. [h2]New Boss, King of Worms[/h2] [img]https://i.imgur.com/DSsZf1y.gif[/img] The new boss, King of Worms, has been added. It's a functional work in progress, but quite good so far. More attacks, similar to the rush-down attack will be coming, but I felt it was good enough already that it was worth releasing. [h2]Meat Harvester's New Attack[/h2] [img]https://i.imgur.com/lj9xaCK.gif[/img] Meat Harvester (Mantis) felt pretty lacking, this new attack is quite interesting and gives ranged options to allow them to deal damage even if stuck in place with Frost, and just makes the fight more interesting and challenging overall. Running at you and swinging just doesn't feel like much of a boss-fight, unless there's a jump-to attack (which I may also add). So, now we have this awesome attack. [h2]Ant Hill Enemy Type[/h2] [img]https://i.imgur.com/4wEGZPk.gif[/img] The Ant Hill is another element in my toolkit to make interesting and challenging rooms, as well as a somewhat difficult challenge that enables you to show off your skills, and use your decision-making in more interesting ways. It's an early work in progress, but good enough to release in Early Access. It's not affected by elemental damage currently, but that could change, although I think it makes it a more interesting enemy to not have it (also it's a pile of dirt, can't really burn or poison a pile of dirt). [h2]Critical Hits[/h2] [img]https://i.imgur.com/MqbtfaV.png[/img] (here I got 2 crits on an egg, killing it instantly) [list] [*] Added crit chance, with a default 1% chance to deal 2x damage. [*] Added 'Painfully Accurate': +10% crit chance. [*] Added 'Critical Injury': +20% crit damage. [/list] This should give another interesting way to deal damage, and create more interesting builds. Elemental damage and explosions cannot crit. Dash aura, however, can. Crits usually show up with in red text, but the redness is based on your average damage, so if you have a high crit chance the text will return to being pink/white. [h2]Achievements[/h2] Added Achievements: [img]https://i.imgur.com/E6Kcduh.png[/img] [img]https://i.imgur.com/s4pkeWf.png[/img] (I haven't unlocked this one yet) [img]https://i.imgur.com/nAdMfgE.png[/img] [img]https://i.imgur.com/HUVZpFQ.png[/img] This is a great step for the game, more achievements, cards and stuff will be coming soon. Hope you're as excited as me! [h2]Localization[/h2] [img]https://i.imgur.com/GY6HaIl.gif[/img] I added Localization for 12 languages: [list] [*] English (already existed) [*] Chinese [*] Spanish [*] Arabic [*] Indonesian [*] Portuguese [*] French [*] Japanese [*] Russian [*] German [*] Italian [*] Korean [/list] Please let me know if there are any issues with localization. I didn't hire a localization team, since I'm just a poor solo indie dev. Instead, I used Google Translate, so there's probably some issues. Do let me know. Surprisingly, I did all of that in about 5 hours. The chosen language also saves on exit, to your player preferences file. [h2]Sound Effects[/h2] [list] [*] Added worm & green grub pickup sound effects. [*] Added hit-marker sound effect. [/list] [h2]QoL Changes[/h2] Modified the starting area to be more clear, and good-looking. [img]https://i.imgur.com/2dcWvt6.png[/img] It now includes text for the weapons, stating what they are. I added a custom mouse cursor, for better visibility when things get chaotic. It has a black outline but you can't see it here: [img]https://i.imgur.com/p8F9TA2.png[/img] [h3]Other QoL changes[/h3] [list] [*] Poison now deals more damage based on stacks (rather than simply lasting longer). [*] Updated several upgrade descriptions with improved accuracy/detail. [*] Ants and Dragonflies stop moving when dying. [*] Show worms during upgrade screen, to reference for rerolling. [*] Made all basic enemy death animations longer, for clarity. [*] Volume slider in percentage, instead of decibels, so it scales in a more intuitive way. [*] Changed some upgrade names to be more interesting. [*] Added a WIP player death animation. [/list] [h2]Bug Fixes[/h2] [list] [*] Status effects no longer apply after death [*] Fixed a bug where enemies would benefit from some player upgrades (whoops!) [*] Big Bullet and Small Bullet now work. [*] Fixed a bug where enemies with multiple colliders would take damage multiple times from a single shot. For the grub enemy, this resulted in it taking 3-5x damage, repeating on-hits the same number of times. [*] Fixed a bug where sometimes enemies would be launched out of the map. [*] Fixed a visual bug where lasers "center" circle would not appear, which made them look a little less nice. [/list] [h2]Balance Changes[/h2] [list] [*] Increase enemy late-game scaling (+8% max HP per room instead of +6%) [*] Decreased maximum level for More Shots to 3 [*] Decreased max level for Burn to 3 [*] Decreased max level for Frost to 3 [*] Decreased max level for Top 1% to 2 [*] Decrease max level for Speed is power to 2 [*] Increase max Wiggly level to 10 [*] Increase max Dramamine level to 10 [*] Increase max Bad Aim level to 20 [*] Increase Grow Orbit max level to 2 [*] Increase Shrink Orbit max level to 2 [*] Reduced the power of frost. Before 500 stacks would result an 83% slow. Now it's a 33% slow. [*] Significantly reduced the speed of zoomies from 10 to 2. [*] Significantly reduced the speed of marathon from 15 to 6 [*] Increased the rarity of More Shots from 4 to 5 [*] Increased rarity of Glaucoma (formerly Bad Aim), -1 to 1 [*] Decreased rarity of Heavy Artillery from 4 to 3 [*] Increased player health to 10 [*] Increased rarity of Top 1% to 5 [*] Elemental effects are now more frequent on bullets, but have less stacks per bullet. [*] Poison damage is capped at 10% max HP per tick. [/list] [h2]Upgrade Rarity Odds[/h2] [h3](i.e. If this upgrade is randomly chosen, the odds it will stay in the lineup vs. be replaced by something else)[/h3] [list] [*] 0 = 100% (Purple) [*] 1 = 81% (Red) [*] 2 = 62% (Auburn/Red-Orange) [*] 3 = 43% (Orange) [*] 4 = 24% (Yellow/Gold) [*] 5 = 5% (Neon Green) [/list]